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The Wizard Clearing House of House Rules

Discuss new Rules for HeroQuest.

Re: The Wizard Clearing House of House Rules

Postby mitchiemasha » April 10th, 2017, 4:12 pm

Only problem is the game still doesn't


Another problem is the lack of meaning to furniture. I like the idea of spell scrolls being blank. Upon finding a Sorcerers table, the Wizard can use his action to inscribe a scroll with 1 of his known spells. If he has a few, spend some turns enchanting them. That's if the heroes can hold off the hordes for long enough. The EWP receives a Chaos Token at the start of their turn if no monsters were in play that round.


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Re: The Wizard Clearing House of House Rules

Postby cynthialee » April 10th, 2017, 9:50 pm

mitchiemasha wrote:
Only problem is the game still doesn't


Another problem is the lack of meaning to furniture. I like the idea of spell scrolls being blank. Upon finding a Sorcerers table, the Wizard can use his action to inscribe a scroll with 1 of his known spells. If he has a few, spend some turns enchanting them. That's if the heroes can hold off the hordes for long enough. The EWP receives a Chaos Token at the start of their turn if no monsters were in play that round.

I like that way of doing things.

The way I been doing it is if the Wizard or Elf finds the sorcerers table there will be ingredients, reagents or paper and inks enough to make a particular scroll, potion or other magic item. The spell caster is informed of how many of this or that they may concoct. The player may roll a combat dice for each Mind Point of the caster. Each Skull or Black Shield rolled will make 1 of item White Shields are ruined scrolls/potions. Gives the caster a pretty good chance to complete a scroll or potion for the game. Typically I will require 2 full turns of work from the caster. Really powerful items the dice roll may be 'roll a pair of white shields', or 'a Black shield must be rolled to complete the item.'
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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Re: The Wizard Clearing House of House Rules

Postby mitchiemasha » April 11th, 2017, 7:02 pm

I suppose adding a roll would make it better. Now even doing 1 spell scroll might take a few turns. I Intend on making a new EWP Screen and putting all the furniture info on there. It's on the todo list!!!


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Re: The Wizard Clearing House of House Rules

Postby cynthialee » April 12th, 2017, 12:05 am

mitchiemasha wrote:I suppose adding a roll would make it better. Now even doing 1 spell scroll might take a few turns. I Intend on making a new EWP Screen and putting all the furniture info on there. It's on the todo list!!!

Spiffy idea!

If you find the torture table can you put an ork on it and extract information? :twisted:
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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Re: The Wizard Clearing House of House Rules

Postby knightkrawler » April 12th, 2017, 2:10 am

As I decided that every area can be searched for treasure twice overall, Iwrote up three treasure decks, this automatically empowered the Wizard a tad as
- the first deck (for the first search in an area) contains average money, relatively little danger, a few potions
- the second deck (for the second search in the same area) contains a lot of money, high danger, a few potions
- the third deck (specifcally for the search in a piece of furniture) contains little money, average danger, many potions

The furniture is where the group will have its lowest Bodypointed member search if they want to search everything in as little time as possible (note that my Fate deck will punish a tardy group of heroes),
which means a lot of times that this is where the Wizard will search fro treasure in relative safety.
Everybody can look up how I did this (the 1st Search, 2nd Search, and Furniture Treasure decks: https://www.dropbox.com/sh/8f8ulrfrk361tse/AABXoh_II8dhpGQzLuaigLlha?dl=0
HQ - Heroes & Villains (Dropbox-download link) https://www.dropbox.com/sh/jgj0kzsys9w38oh/AAA_VEHx6vMv4HKRX7IiOWTFa?dl=0
Feedback http://forum.yeoldeinn.com/viewtopic.php?f=38&t=3560
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Re: The Wizard Clearing House of House Rules

Postby mitchiemasha » April 12th, 2017, 4:54 pm

cynthialee wrote:If you find the torture table can you put an ork on it and extract information? :twisted:


No but you can with a Goblin. I haven't wrote that Quest yet though. It involves a net, which the heroes find, there is also a net in the armoury (it's in another thread). The quest is to be designed to introduce the mechanic to the Heroes. The Goblin will tell where secret doors and traps are hidden. The net has a 1Cd6 in attack. If the hero wins they capture the Goblin. Now the Hero must sacrifice 1 rolled Md6 every time they move. It's a lot harder to capture bigger monster but they wont blab anyways. Other Quest have needs for the Net.

The Net is introduced in Quest 2, The Lost Wizard here... https://drive.google.com/open?id=0BzUqo ... FkyU1BJT0k

The Zombie is the Lost Wizard they are sent to retrieve, normally... you'd kill him, which means no reward. If they don't they get a special Quest to find some Remind. The lost Wizard is only a Zombie because he drained too much mind on attempting to make Borin Stone. If he had the Talisman of Lore, which you now do, there'd of been no issue. Each Quest story is interlinked, if the Heroes realise. Some quest are quick. The pack is designed for 1 decent length games night.

I didn't draw the Maps, it was a quick mod in script to introduce AHQ tiles to the group.


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Re: The Wizard Clearing House of House Rules

Postby Bareheaded Warrior » May 6th, 2017, 12:24 pm

Obviously the one-shot nature of spells in HQ is a solution to the need to limit spell use to retain game balance, I get the problem but I don't like the solution so here is another;

Assign a numeric value from 1-5 to each of the HQ spell cards based on how powerful they are, the damage they cause and so on - suggestions below

When a Hero attempts to cast a spell then roll a D6, (a roll of a 1 could be a flat out fail to cast) if the score is less than or equal to the power level then the casting is successful but the caster loses a MP on a roll greater then the spell is cast without any loss of MP (Wiz has 6 and Elf 4 as basic game), zero MP is dying as per my normal house rules (see link below) - this means that there is no hard limit or need to count any resource to limit spells, it just means that there is a risk attached to each usage based on the difficulty on the spell that ultimately could lead to death by exhaustion.

For example casting a Ball of Flame requires a roll of 4+ as it has a power level of 3, therefore it costs you a MP on a 1-3 (1/2 MP)

Elemental Magic

Fire Spells

Ball of Flame (3)
This spell may be cast on any one monster, blasting it into flames. Roll 3CD to determine damage target may defend.

Hand of Fire (3)
This spell may be cast on any one Hero, including yourself. The next time that Hero attacks, he may reroll any failed combat dice once. Lasts for the duration of combat.

Fire of Wrath (3) [alt. Ring of Fire must be sung as 'burning ring of fire' to cast]
This spell causing a ring of fire to spring up surrounding the Wizard, any Monster (and Hero?) adjacent to the Wizard is hit by the fire and must roll 3CD to determine damage (armour save applies).

All three spells above cause fire damage (special rules relating to fire apply; prevent regenerations, limited effect on those invulnerable to fire, bonus effect on those flammable targets like Mummy - black skull counts as two hits)

Air Spells

Swift Wind (2)
This spell may be cast on any one Hero, including yourself. Its powerful burst of energy enables that Hero to roll twice as many red dice as normal the next time he moves. (double his value next time he moves)

Tempest (2)
This spell creates a small whirlwind that envelops one monster of your choice. That monster will then miss its next turn.

Blast (5)
This spell may be cast onto any one monster and pushes it back directly away from the caster up to six squares or until it hits an inanimate object and causes 6CD worth of damage (defence allowed)

[Genie (5), this spell conjures up a Genie who will do one of the following: open any door revealing what lies beyond, OR use 6 combat dice to attack any monster within your line of sight.]

Water Spells

Water of Healing (4)
This spell may be cast on any one Hero, including yourself. Contact with this revitalizing water will restore a number of lost Body Points equal to half your starting value (rounded up).

Sleep (3)
This spell puts one monster into a sleepy state so it cannot move or take any actions. The spell can be broken on a future turn by the monster rolling a black skull on a single combat die, by the caster being killed or the monster being attacked. May not be used against Undead. This is a psychic attack so if the target has psychic defence then a roll of a single shield will cancel this attack.

Veil of Mist (2)
This spell may be cast on any one Hero, including yourself. On the Hero's next move, he may move unseen through spaces that are occupied by monsters.

Earth Spells

Heal Body (4)
This spell may be cast on any one Hero, including yourself. Its magical power will restore up to a number of lost Body Points equal to half your starting value (rounded up).

Rock Skin (3)
This spell may be cast on any one Hero, including yourself. The Hero may throw one extra combat die when defending. The spell is broken when the Hero suffers one point of Body damage.

Pass Through Rock (2)
This spell may be cast on any one Hero, including yourself. That hero may then move through walls on his next move. He may move through as many walls as his dice roll allows. Caution! If a Hero ends his move in solid rock he is trapped forever!
:skull: = one hit
:blackshield: = one hit & pushback
:whiteshield: = cancels one hit

HQ versions: "Original" - 1989 1st edition & 1990 2nd edition, "Remake" - 1990 NA remake & 2021 reprint

HQ Golden Rules
FAQs, Errata & Clarifications for the Original Editions
HQ Common Notification System

1BP = :goblin: :orc: :skeleton: :zombie:
2BP = :fimir: :mummy: :chaoswarrior:
3BP = :gargoyle:


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Re: The Wizard Clearing House of House Rules

Postby Anderas » May 6th, 2017, 1:41 pm

That's quite close to mine! :)

I just added the ability that a wizard may heal one MP as action. They rarely do in my games, though, because they are hunted by my evil wizard card deck.


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Re: The Wizard Clearing House of House Rules

Postby cornixt » May 8th, 2017, 9:27 am

What kinds of wizard upgrades would this mean he could have? Bonuses to dice rolls?


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Re: The Wizard Clearing House of House Rules

Postby Daedalus » May 22nd, 2017, 4:10 pm

Bareheaded Warrior wrote:Assign a numeric value from 1-5 to each of the HQ spell cards based on how powerful they are, the damage they cause and so on - suggestions below

When a Hero attempts to cast a spell then roll a D6, (a roll of a 1 could be a flat out fail to cast) if the score is less than or equal to the power level then the casting is successful but the caster loses a MP on a roll greater then the spell is cast without any loss of MP (Wiz has 6 and Elf 4 as basic game), zero MP is dying as per my normal house rules (see link below) - this means that there is no hard limit or need to count any resource to limit spells, it just means that there is a risk attached to each usage based on the difficulty on the spell that ultimately could lead to death by exhaustion.

I had once cooked up something similar but different in these posts that also included Chaos spells. They seem kind of unnecessary to me now. In the end I didn't want to add stickers or print new cards, so I changed to a recasting method without spell values.
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